Here is I think a good #TTRPG idea: A list of treasure/item classes and associated monetary values.
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Here is I think a good #TTRPG idea: A list of treasure/item classes and associated monetary values. Tables of positive and negative descriptors, each with a fractional modifier, known only to the GM.
Now discovered treasure gets described as e.g. "cracked antique jade statuette". The players aren't given a gp value up front; they just write down the description.
But when time comes for valuation or sale, the GM doesn't need to know where the treasure came from. They just do a table lookup:
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Here is I think a good #TTRPG idea: A list of treasure/item classes and associated monetary values. Tables of positive and negative descriptors, each with a fractional modifier, known only to the GM.
Now discovered treasure gets described as e.g. "cracked antique jade statuette". The players aren't given a gp value up front; they just write down the description.
But when time comes for valuation or sale, the GM doesn't need to know where the treasure came from. They just do a table lookup:
"Statuette: 20 gp base. Cracked: x3/4. Antique: x5. Jade: x2. Actual value: 150 gp."
Benefits:
1. Players don't get secret information
2. Strong description/value correlation (verisimilitude)
3. Attentive players can learn what matters
4. In-world repairs just change the descriptors: "crudely mended", "restored", etc
5. Infinitely extensible
6. Use as many object classes for base value as you want
7. GM doesn't need to track anything at all
8. Descriptions matter more -
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